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Author Topic: Roll to Raptor: Turn 31 - Where the Buffalo Roam  (Read 69386 times)

SeriousConcentrate

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Re: Roll to Raptor - Turn 12: Seize Oppertunity By The Throat
« Reply #180 on: November 04, 2012, 12:16:49 am »

Hooktoe attempted to leap on the Snatcher and bull it to the ground, kicking and biting anything he could reach in a rather primal assault.
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GreatWyrmGold

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Re: Roll to Raptor - Turn 12: Seize Oppertunity By The Throat
« Reply #181 on: November 04, 2012, 08:02:05 am »


Leave boss to the others, locate another target and attack it.
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Dwarmin

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Re: Roll to Raptor - Turn 12: Seize Oppertunity By The Throat
« Reply #182 on: November 04, 2012, 08:42:14 am »

Strider more or less used what was effective-using his weight to pin the boss, claw to the eyes, try to expose the belly.

Action: Leap on and grapple Snatcherboss! Try to expose him to further attacks by hampering his sight. Keep him from getting away above all else.
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Joben

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Re: Roll to Raptor - Turn 13: Bloody Good Time
« Reply #183 on: November 04, 2012, 01:20:33 pm »

((Sooo... I was writing out the details of the fighting system. It was getting kinda long and I realized no one but me needed to know most of it.

Hence there is now a new section in the OP entitled Combat: Player's Guide
It's a pretty short bullet point list and should prove helpful.

Theres also a more detailed section after if you care.))
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Broken Arrow - A small stats tweak to fix unrealistically overpowered arrows and bolts.

My RTD games: Roll To Raptor (On hold), Dino Arena

SeriousConcentrate

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Re: Roll to Raptor - Turn 13: Bloody Good Time
« Reply #184 on: November 04, 2012, 02:14:56 pm »

(Thanks. It's short and to the point. ^^^ I also appreciate the fact you put in examples, I always prefer to have those to help me get things in their proper context.)
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NRDL

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Re: Roll to Raptor - Turn 13: Bloody Good Time
« Reply #185 on: November 04, 2012, 04:53:51 pm »

Charlie charges snatcher 5!
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Joben

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Roll to Raptor: Turn 14 - Victory In Sight
« Reply #186 on: November 05, 2012, 04:42:43 pm »

Spoiler: starting condition (click to show/hide)
You kill the Hatchlings. You pay for your feed. Moonfang growled as she tore at the Snatcher's lower body.

Nobody hurts our young!

It's still doing it's best to move away. You fell a bit behind when you tried to kick it before but you catch up quickly again. (Attack 5+1 vs 5-1. Damage 3) You try to maul it's lower body but as it jogs it's leg keeps getting in the way and you mostly hit it's right thigh. It seems effective though.  (+1 Bleeding. Target can't jog)

[Snatcher7 Turn] It stumbles and slows, its seems to be weakening (Save vs Bleeding 1. Lose an action.)
It looks like it's going to try to bite you for a moment but then can't be bothered. It stumbles eastward, dripping blood.

[Snatcher 7 is faint. in pain. mangled side and belly, Bleeding 8/10. Torn right front shoulder muscle. Damaged right leg. Heavy bruising. Can only walk.]
-------------------------
Spoiler: Starting Condition (click to show/hide)

Charlie charges snatcher 5!

Before you can strike something behind you seems to upset the Snatcher and it starts running Northwest as fast as possible.

You follow hard on it's heels (Luck 2 vs 3) but it outpaces you. Tepin shows up, but even though he was already moving he can't catch it either (3+1 vs 6). After a few seconds it's about 60 feet ahead and pulling away.

Not that you notice right away but behind you Snatcher4 quietly bleeds out (Save 1 vs  6).  A couple small pterosaur swoop down and starts cautiously approaching the corpse.

[Snatcher4 exsanguinated.]
[Snatcher5 has a sprained forearm, Bleeding 1/10. Sprinting NW.]

------------------------
Spoiler: Starting Condition (click to show/hide)

Strider more or less used what was effective-using his weight to pin the boss, claw to the eyes, try to expose the belly.

Action: Leap on and grapple Snatcherboss! Try to expose him to further attacks by hampering his sight. Keep him from getting away above all else.

For some reason everyone suddenly decided to switch targets. But you leap onto the Boss  and try to maul it's face. (Cunning 6+1 vs 1-2. Damage 2) You manage to hold it down, but you don't think you did much damage. [Boss is Held]

[Boss Turn] It struggles in vain against your grip (Cunning 1 vs 1+1) then curls up so it can scratch at your legs. (Attack 1 vs 6) But you grab a leg in your jaws and rip (Counter 5 vs 5-2. Damage 4+1 4) [+2 Bleeding, Damaged leg muscles]

[Snatcher Boss is now bleeding 6/10, Prone, Held, is in severe pain, and has some nasty bruising and punctures on it's abdomen, both legs damaged; can't stand.]

-----------------------
Spoiler: Starting Condition (click to show/hide)

Leave boss to the others, locate another target and attack it.

You look around. The closest enemy other than the boss is Snatcher3. A little distance away Moonfang is finishing Snatcher7, some distance away Tepin and Charlie are chasing Snatcher5 but you doubt you can catch up. #3 seems like the most practical choice. (Attack 2-1 vs 6) lunge at it but it rounds on you forcing you to pull up short to avoid a nasty blow to the head. (Counter 6-1 vs 6+1)

Hooktoe attempted to leap on the Snatcher and bull it to the ground, kicking and biting anything he could reach in a rather primal assault.

Your bullrush of Snatcher3 gets off to a poor start when you catch your foot on a root (Attack 1+1 vs 5-1 Miss) It snaps at you but it's jaws close on empty air (Counter 2-1 vs 4). It shifts it's gaze between you and Moonfang and backs up hissing and snapping. [Snatcher is guarding. +1 Defense next turn]

[Snatcher3 is bleeding 3/10, Can not Run. Is Guarding +1 Defense]

At A Glance:
Party is split up a bit but no one is more than one combat move away from anyone else.

Grouping1:
Strider is standing on top of the Boss.
Boss' legs are useless but it's not dying imminently.
Ironhide and Hooktoe are facing down Snatcher3.
3 has a wounded leg and is backing away from the fight.

Grouping2:
Tepin and Charlie are chasing Snatcher5 but it's probably going to get away.
5 has a wounded arm and is running for the hills.

Grouping3:
Moonfang is following Snatcher7 and making sure it dies.
7 is heading for death by blood loss and stumbling away drowsily.

Snatchers 2, 4 and 6 are dead.

Spoiler: Party Status (click to show/hide)

The wind is blowing rather hard from the NW now.
It's morning.
Location: ~1.6 miles NE of Nesthome; Forest, Hills.
Party is getting a bit tired and hungry.

Note: Some of you dropped below 50% stamina this turn. You'll be functional for quite a while yet, but IC they probably aren't happy. And at <25% they'll be penalties. After this fight you might want to think about resting and licking your wounds. Also they're sorta hungry from all the action.

((6877 Characters. Yay! It's shorter!))
« Last Edit: November 05, 2012, 04:46:57 pm by Joben »
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Broken Arrow - A small stats tweak to fix unrealistically overpowered arrows and bolts.

My RTD games: Roll To Raptor (On hold), Dino Arena

SeriousConcentrate

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Re: Roll to Raptor - Turn 13: Bloody Good Time
« Reply #187 on: November 05, 2012, 05:35:06 pm »

Hooktoe attempted to circle around behind Snatcher 3 while Ironhide distracted it and bite it in the back of the neck, then pull it to the ground and make it easy pickings for the other hunter.
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Dwarmin

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Re: Roll to Raptor - Turn 13: Bloody Good Time
« Reply #188 on: November 05, 2012, 05:40:22 pm »

Snatcher darted down, seeking his foes lifeblood...

Action: Go for the throat!
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NRDL

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Re: Roll to Raptor - Turn 13: Bloody Good Time
« Reply #189 on: November 05, 2012, 10:56:14 pm »

If snatcher 5 is bleeding, that means there's a blood trail right?

If I'm correct, stealthily follow trail and scent of blood.  Subtlety, not speed.
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GreatWyrmGold

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Re: Roll to Raptor - Turn 13: Bloody Good Time
« Reply #190 on: November 05, 2012, 11:02:53 pm »

Feint. Attack if possible to do in the same turn as feinting.

I am just full of ideas!
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Tiruin

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Re: Roll to Raptor - Turn 13: Bloody Good Time
« Reply #191 on: November 05, 2012, 11:57:04 pm »

Jump and attack! Aim for the upper body!

Run! Go ahead!
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Joben

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Re: Roll to Raptor - Turn 13: Bloody Good Time
« Reply #192 on: November 06, 2012, 02:23:55 am »

((lol that's everyone already. Expect a new turn on Wedsday...maybe Tues if I'm either not feeling well or get my work done unusually fast. I've got like 8 knives I need to work on for customers.

@NRDL: Yes there is a strong trail to follow. You'll get bonuses because of the blood. Also Tepin might go with you I donno yet. I'm probly gonna start rolling to see when he decides he got enough revenge and wants to go home to the mate and remaning chick.

@GreatWrymGold: I should be able to ad-hock something for that...probably be a cunning roll involved. If it works out you'll get some sort of bonus.))
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GreatWyrmGold

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Re: Roll to Raptor - Turn 13: Bloody Good Time
« Reply #193 on: November 06, 2012, 07:42:19 am »

I always try to use cunning.
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Joben

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Roll to Raptor - Turn 15: I love the smell of blood in the morning
« Reply #194 on: November 07, 2012, 12:39:57 pm »

Hooktoe attempted to circle around behind Snatcher 3 while Ironhide distracted it and bite it in the back of the neck, then pull it to the ground and make it easy pickings for the other hunter.

Feint. Attack if possible to do in the same turn as feinting.

I am just full of ideas!

((I love you guys for this. If either Hooktoe wins Stealth vs Sense or Ironhide wins Cunning vs Cunning then Hooktoe gets a +2 to attack and +1 to damage roll on a hit. If he misses and Ironhide rolled high on Cunning then she will get +1 attack.))

Ironhide Cunning 1+1 vs 6-1 Fail
Hooktoe Stealth 6+1 vs 5-1 Success.
Hooktoe gets bonuses

(Hooktoe Attack 5+1+2 vs 3-1+1. Hit Damage 3+1)
(Ironhide Attack 2-1 vs 6-1-2 Miss) (Snatcher Counter 5-1 vs 4+1 Hit. Damage 3 -5 HP.)
(Snatcher Attack 2-1 vs 4+1 Miss) (Ironhide Counter 4-1 vs 1-1-2 Hit. Damage 2+1)

Ironhide darts back and forth and in and out, teasing the Snatcher. She circles to the right trying to keep it's attention while Hooktoe slinks around to the left. Between the two of you it works. Hooktoe gets behind it and lunges. He grabs it by the back of the neck and yanks violently back and down. The Snatcher is pulled off it's feet and dragged a short way backward. [Prone. Held. Guard broken.]  Ironhide moves in. Getting her own hold is tricky because the Snatcher flails wildly. But despite sustaining some scratches she manages to grab it's neck further down. She and Hooktoe pull and twist in opposite directions. 5 seconds later the head rips free and remains in Hooktoe's jaws.

[Snatcher3 is very very dead.]

Snatcher darted down, seeking his foes lifeblood...

Action: Go for the throat!

(Attack 4-1 vs 6-3 Hit. Null)
[Snatcher Attack 1 vs 5 Miss) (Counter 4-1 vs 2-3 Hit. Damage 6+1 4)

You try to bite it in the neck. But are distracted by the fact that's it's trying to scratch your face with it's arms. That needs to stop so you grab one in your teeth and break it ripping off most of the muscle in the process.  As you watch it's movement slows and it's eyes lose focus. It's not quite dead but you know from experience it's not going to move ever again.

[Snatcher Boss is now bleeding 9/10, Prone, Held, has passed the point of pain and is going into shock, and has some nasty bruising and punctures on it's abdomen, both legs damaged; can't stand. Left arm in tatters. Is disabled and will die at the end of next turn.]


Jump and attack! Aim for the upper body!

Run! Go ahead!

You leap on the dazed and stumbling Snatcher (Attack 5+1 vs 3-1 Hit. Damage 2) You don't have a lot of momentum, but it doesn't matter. It's damaged leg collapses and your claws tear fresh gashes in it's flesh. [Knocked Prone. +1 Bleeding] It's just too much for it's weakened body. It doesn't even seem aware of you anymore. You doubt it ever get up again.

[Snatcher 7 In pain. mangled side and belly and back, Bleeding 9/10. Torn right front shoulder muscle. Damaged right leg. Heavy bruising. Can only walk. Defeated and will die at the end of next turn even if left alone.]

If snatcher 5 is bleeding, that means there's a blood trail right?

If I'm correct, stealthily follow trail and scent of blood.  Subtlety, not speed.

Tepin looks tired and for a moment he looks back toward the others. But when you sniff the trail and start after the fleeing Snatcher he does the same. The pair of you slow to a walk and try to melt into the shadows. Snatcher5 quickly increases the distance and disappears from sight. But the fresh trail is clear and the occasional drop of blood only makes it more so.

Everyone: ((Combat is over. All your foes are dead, dying, or have fled. We're back to the out of combat timescale where turns continue until something interesting happens or you need to make a choice.))


As the adrenaline fades you all realize that you're tired, hungry and in several cases bleeding.

Some very small pterosaur are attempting are pulling scraps off the snatcher Charlie killed. A somewhat larger flier is attempting with some difficulty to open the abdominal cavity of the one Tepin strangled. They have respectfully not approached close to you and the kills you stand over. They frequently look in your direction and chirp as if to politely announce their presence and gauge your reaction.

At A Glance:

Group 1:
Strider, Ironhide, Moonfang and Hooktoe are standing on the battlefield.
Nearbye are the corpses of Snatchers 2, 3, 4, 6 and the rapidly expiring Boss and 7

Group 2:
Tepin and Charlie are carefully following the one escaped Snatcher5 which has disappeared into the forest.


Spoiler: Party Status (click to show/hide)

The wind is blowing rather hard from the NW now.
It's morning.
Location: ~1.6 miles NE of Nesthome; Forest, Hills.
Party is getting a bit tired and hungry.

((6262 Characters))
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Broken Arrow - A small stats tweak to fix unrealistically overpowered arrows and bolts.

My RTD games: Roll To Raptor (On hold), Dino Arena
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